The lack of variety and the toned down combos are my biggest issues. The game is not nearly as creative as MKX imo especially with the tournament variations. Other than that I have no real issues.
It's actually called Guilty Gear but nobody got time to learn how to play that.MK11 is a pretty shallow fighter. The game has the same problem with the variation system as it did in MKX where some characters had imbalanced variations while other character feel like they have their limbs cut off and seperated into two different variations which makes those characters incomplete.
The neutral of the game feels solid, but it contains mechanics thay contradict it while characters posses tools that do the same. It seems the developers wanted to go for a more Street Fighter like fighter, but with the removal of options and tools from characters and the implementation of universal mechanics this game feels very slim. It seems like they were modeling this game after SFV rather than USFIV. Definitely feels that way. MK11 is nrs' version of SFV, but I will say that you get randomed out less in this game than you do in SFV; however, the game still posses MKisms that go against the grain of the SFisms that were added to it which leaves the game feeling jank and awkward. Pokes are heavily promoted, but you barely get anything off of them while in SF you can at least combo off of low pokes. Throws can't be escaped with the throw button, but instead one has to guess which direction they're being thrown in and hit the button associated with whatever direction they may think they're heading in. The wakeup system is a complete guessing game. The list goes on.
Tournaments are boring to watch because it's the same characters doing the same strategies. A lot of characters lack setups, characters don't have gimmicks, there are no vortexes or cross ups. The mechanics of this game remove depth than actually encourage it.
I wanted a fighter this gen that rewarded players for strong fundamentals. A fighter that was easy to pick up and play, but did not lower the skill ceiling, or at least lower it severely. I wanted a fighter were I wont get randomed out due to bullshit tools characters posses or mechanics that favor bad players and reverse the tables.
I got that fighter. It's called Samurai Shodown.
This is basically the answer, fix the frame data of low tier character and allow custom variations. Game would be so much for fun. I don't care about balancing, they're always going to be low and high tier characters. They've given us their tournament variations and there's still the Sonya's and D'vorah's.They have the answer already built into their own game: allow custom variations.
1 or 2 useful strings out of 10+ -- Every game NRS has ever madeSo, MK has been out over 2 months now and.... I think it's finally starting to get stale to me. The fact that a ton of characters have some 14 strings and only 1-2 that are used is incredibly boring. I feel the game doesn't allow creativity. It wants to force you into only having 2-3 choices with a character.
MKX was a great game, they could have tone down some mechanics and life been good. I'm personally getting bored with MK11 and even the tournaments are fairly zzzzzzzzz. Matches look the exact same etc. I'm not saying, "hey join my hate for the game!" I'm just curious.... how are you feeling 2 months+ in?
So if was someone was bad that would somehow keep other people from flawless blocking strings?You gotta be hella bad and probably don't have any concept of how this game is supposed to play if you don't meet people flawless blocking online.
That or you're one of those people who play on McDonalds WIFI.
No doubt, some of the timing on punishes is just LAUGHABLE because of the block stun. When I got a subzero ending strings in iceball and I block it, yet can't punish it, that's fucked. The problem is enemy characters animations are STILL GOING when you should actually be reacting with your punish, it looks stupid as fuck.Love MK, but this 1 is the least fun by far & like yourself, I'm getting bored with it already.
I'm a mediocre player at best (all MKs) but with the other games, I labbed til the cows come home, loved every minute of it too, on MK11 I find myself cracking up at the timing aspects of this game, alot of the time I'd do a move & it just won't come out, it could be a simple bf motion & still nothing & I hate it, I do miss how it use to be.
Dislike the amount of wake ups, AI battles, krypt, wifi connections (as if it's not hard enough for me to do some moves), stupid amounts of KBs & Geras.
This Pretty much sums up how I feel. Just got to wait for NRS to start steering the ship. Right now we're all just trying things out and figuring out how the game will play like. Then they'll start patching things and we'll be able to better refine how the game plays.An NRS game never reaches its peak form until the end of Year One.
I'm going to back the train up and circle back to this.So if was someone was bad that would somehow keep other people from flawless blocking strings?
But I don't think I've seen anyone flawless block strings online and I've probably done around 1000 fights online.
People aren't going for flawless block reversals (they gonna save their resources for other stuff anyways)...and just doing flawless block and a string...nah, ain't seen it.
When someone does a string one just blocks and gets to guess/see if they do the whole string, or if they special cancel at some point. And when someone does finish a string they will either block or mash D1 or D3 so defensively you gotta be ready for that and hope the online quality lets some resemblance of the game play out...like if you block their poke because their poke got thru while what you tried to do did not (poke, throw, etc).
Perhaps playing online just discourages flawless blocking because of what it requires and the overall online quality.
And no, I don't play on Wifi.
Says you're stupid for wanting variety and different strategies, then says lack of variety and strategies makes the game boring. Seems legit.Oh there's a lot of negative things I feel so far about this game and have felt since being one of the few to play both the stress test and the beta but what I will say is this if you think that for one second that allowing custom variations is going to fix the problem we currently have, then you're as dumb as you look. If that's the case, we were better off having three natural variations like we originally had in the Beta test and what we saw in MKX -- while granted the issues still persisted when we DID have three variations but at the very least you could play Purple Drink Jax and Ancestral Kung Jin and do some REALLY cool things that NO ONE else did and it was all viable just as long as your character had the frames to support its base.
This game's lack of variety and the overabundance of the same characters and the same strategies combined make for a very boring and idiomatic game but, alas, I keep forgetting when you say this on here you get negative press and the obligatory "stfu and find another game" comment.